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Volume lightmapping demo
Tuesday, March 2, 2004 | Permalink
With a loud thud another demo hits the site. Go fetch in the 3D section.
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digitalwanderer
Tuesday, March 2, 2004
Thanks Humus!
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nbohr314
Tuesday, March 2, 2004
very nice, I wonder if a mixed-use mode would work. ie a dynamic light affecting the output of a static lightmap. A transition area from dynamic to static map areas might be smoothed out. (not all areas are lit by dynamic lighting). A great use might be in a game kinda like Eternal Darkness for the Gamecube.
strepto
Tuesday, March 2, 2004
Yupee! OpenGL
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))
Youre great!
MesserFuerFrauSchmid
Tuesday, March 2, 2004
Volume map -> BAD IDEA = BAD PERFORMANCE = UNPRACTICAL
NeoKenobi
Tuesday, March 2, 2004
@Fraulein Schmid
Using a volume map to store lighting information is a lot faster than dynamically compute the lighting, that's why all the old games (Quake etc.) used lightmapping instead of dynamic light computation.
@Humus
The DX DDS texture viewer thingie says your lightmap is 2D... How come you are using a 2D texture for volumetric lighting?
Sunray
Tuesday, March 2, 2004
Very nice.
Daedalus
Tuesday, March 2, 2004
Looks great (especially if you run with 6x AA and 16x AF)
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Humus
Tuesday, March 2, 2004
NeoKenobi,
hmm, haven't noticed that. Probably something wrong in my .dds write code. Gonna look into it.
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